[Discussion/FAQ] What are the recommended scripts&mods? Ask here.

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JimBadger
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Post by JimBadger »

Hi there, fellow X'ers.

I know these sort of questions usually get replied to with "it depends on your tastes", or "have a look at the script library", but I've got a slightly more specific question than "what scripts are good?"

I've been trawling through this forum, and others for a couple of days now, and I've got a huge list of scripts that I want to try, or have tried out already, but I'm looking for a certain kind of experience from X3:TC...

Which scripts/mods, if any, can give you a real feeling of competition? The impression I get overall is that the player wombles along, doing his thing, making up his own goals and choosing when to fight, trade, explore, or what-have-you, and that is all groovy gravy. However, I want rivals, I want factions smaller than entire races who try to advance their goals in a way that will directly conflict with mine.

Is this already a feature? Will I find myself racing to get an industry setup in some virgin sector before one of the corporations does?

It's a little tricky to explain, it's almost like I'm asking for pseudo-multiplayer, but I don't really mean it to that extent. Then again, maybe I do. I want there to be other people going around doing (sort of) what I'm doing. You know how you get other Rangers in Space Rangers? :)

I know I can "invade" sectors and "take them over", but it's a bit artificial, in that I'd have to get off my arse and decide to go and upset the apple cart. I want something a bit more organic/dynamic.

If the answer is "no", then fair enough, I'm sure that with the size of the sandbox I'll have enough fun creating my own sandcastles, and kicking over those that are already there...but I just hope/wish that new sandcastles can be built while my back's turned (analogy almost works!)

Thanks for reading.
someone else
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Post by someone else »

I'd suggest the Improved Races script it does not create new enemies, it just goes to the old ones (khaaks, Xenons, Pirates, Yakis) and awakens them from their sleepyness.

quite cool results. pretty configurable too. :D I'd wait for r11 to be released though... (will be out in a few days) it fixes some annoying bugs.

the economy is a lot more complex matter... dunno if there are specific scripts to "awaken" that damn corporations to make them build something and compete a little with the player.
they would be cool to have though. :D
Trade, Fight, Build, Think, Modify.
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JimBadger
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Post by JimBadger »

Thanks for the reply.

I've just installed Race Response Fleets. I'll have to check if it conflicts with Improved Races.

So, are the corporations just static entities then? They just maintain the same stations throughought the game and only really have these mini-plotlines to interest the player? I'd be very interested in any scripts that can indeed bring corporations to "life".

Any others that fit the scenario I described in my initial post?

(By the way, I've got a few questions about ThisIsHarsh's Salvagers and NPC Salvagers script that I've posted in the relelvant thread if anyone is feeling in equal measure helpful and knowledgeable!)
someone else
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Post by someone else »

I've just installed Race Response Fleets. I'll have to check if it conflicts with Improved Races.
it is not fully compatible... and now Improved Races is standalone. (contains a Race Counterstikes feature that mimicks the RRF)
So, are the corporations just static entities then?
in vanilla yes, they do nothing interesting. And their only station is their HQ.
I'd love to see them do something more useful than asking me 10 disrupter missiles every 20 mins or so. :roll:
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
JimBadger
Posts: 80
Joined: Mon, 3. Aug 09, 16:28

Post by JimBadger »

someone else wrote:
I've just installed Race Response Fleets. I'll have to check if it conflicts with Improved Races.
it is not fully compatible... and now Improved Races is standalone. (contains a Race Counterstikes feature that mimicks the RRF)
So, are the corporations just static entities then?
in vanilla yes, they do nothing interesting. And their only station is their HQ.
I'd love to see them do something more useful than asking me 10 disrupter missiles every 20 mins or so. :roll:
Well, I've just started reading the Improved Races thread. Sounds brilliant. Maybe I'll have to remove RRF...or, I can just turn it off in the Configuration menu, can't I?

Yeah, never mind vanilla, it's never been a favoured flavour! I want my X3 to be tuti-fruiti! I've not seen any corporation-related scripts yet, so I'll keep my eyes peeled.
someone else
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Post by someone else »

Maybe I'll have to remove RRF...or, I can just turn it off in the Configuration menu, can't I?
imho better remove it. they never found the exact points of conflict :roll:

btw, the Improved Races r11 has been released.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
JimBadger
Posts: 80
Joined: Mon, 3. Aug 09, 16:28

Post by JimBadger »

someone else wrote:
Maybe I'll have to remove RRF...or, I can just turn it off in the Configuration menu, can't I?
imho better remove it. they never found the exact points of conflict :roll:

btw, the Improved Races r11 has been released.
The timing is auspicious, it must be a sign that it is what I'm after.

Wonder if the author would consider doing Improved Corporations ;)
someone else
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Post by someone else »

maybe you can ask him... :D lots of people posted ideas for new features and even an idea for a small new script that may prove helpful in these times of mayhem... (if you use Improved Races)
Security Services r2
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
Monzoomic
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Top scripts for new players ???

Post by Monzoomic »

Hello.

I've had x3 for a while now and no matter how hard I tried I always found the interface very off putting so as a result I never gave the game a fair chance.

Now i have X3TC and I'm still banging my head against the monitor just not as hard.

What I would like to know is what scripts should a new player like me get or which ones would benefit us. I've been doing the Terran plot I've 7mil credits and a few M5's. Is there a script that makes controling wings easier or even some way of selecting multiple ships and placing them in a wing ?? I would also like to see an attack and return option instead of the usual "go kill him and then sit there doing nothing" option.

I'm using the cheat script as I can't get the hang of capping ships and my M5's like to try and mate with local roids :? Is there the option to give wares to all members of the wing (ie missiles) so i don't have to do it manually as i haven't quite worked out how to use the resupply commands. Maybe I need a ship with the wares to take it to them not as i hope they would find a station, dock and buy the supplies themselves (or is that asking far too much)

The universe explorer script tho he does tend to get killed a lot.

Cheers

Monz (EvE online player for toooo long)
bladedranger
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Post by bladedranger »

Hey

scripts regarding wings is here: wing hotkeys

theres also NPC bailing addon you could try that it makes NPC vs NPC pilots bail and within that thread are links to more bailing scripts like claim ship hotkey and other things like that...not so much cheating more of a rare ship find imo

Improved boarding adds hotkey commands to launch marines from your ship/other owned ship in sector/all owned ships in sector (for later on in the game)

i like race response fleets it adds some good stuff with race military ships

theres CODEA captial ship commands and management

here is custom wing manager

hotkey for missile defence....can be useful

launch fighter drone hotkey

he who trades will likely have commercial agent for setting ships to buy and sell to its homebase which is great for supplying your stations

a better sector/universe trader is economy and supply trader

the 2 above allow settings for blacklisting sectors (e.g pirates) and wares (e.g illegal), if you want to keep your ships safe they both work well (as far as i have seen).

MARS fire control is advanced turret control so i have heard

in the end it is up to you what scripts you try i can only say the ones i have tried but they all work well for me, and some help with the interface issues you asked for so they are there for you to check out

but in the end have a look yourself through the script and mod library


Bladedranger[/color]
Last edited by bladedranger on Wed, 12. Aug 09, 03:09, edited 2 times in total.
ThisIsHarsh
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Post by ThisIsHarsh »

@bladedranger: I think thats the first time I've seen someone actually put some effort into replying to a thread like this. Kudos to you bud.

Think I might finally have a go for once...


Most people like a more intelligent/active military, for that there are several solutions:
  • LV's Race Response Fleets - a classic plugin, but seems to have performance and stability issues with some people (EDIT: LV states that issues should be resolved in latest version). Creates semi-intelligent responses to attacks on capital ships and stations. Also adds race wars with sector takeover etc. Its a massive plugin with a bunch of secondary features, but that's the core of it.
  • 7ate9tin11s' Improved Races - the hot topic right now, packed with fully configurable features. Orginally just aimed at Xenon and Khaak, but now supports all races, along with race/player sector takeover. EDIT: unfortunately, no longer under active development.
  • ttl's Race Patrols - very good concept, especially good if you like low CPU usage, but unfortunately no longer under development and has a few kinks. Uses a few fighters patrols that are replaced as they die by larger and larger forces, drawn from a virtual 'pool' of ships. You can in theory ultimately defeat a race with this plugin, if you can drain all their military reserves away.
  • My Military Base Response revamp - replaces vanilla military behaviour with something more intelligent. Somewhat smaller in scope than the others. AFAIK puts the biggest emphasis on requesting help from the player. Works very well with Improved Races. Combines vanilla Recon ship -based threat analysis with Race Response Fleet style response with an option for Race Patrol style 'Rearguard' ships. Also adds option for Xenon Miltary Bases and invasions - though still smaller in scope than IR or RRF.
Other scripts I personally like:
  • My NPC Bailing Addon coupled with Salvage Commands & NPCs - opens up new possibilities especially for early-mid game, when a scavenged TS is actually worth something to you.
  • Serial Kicked's Pirate Guild - a very well polished AL plugin adding an intelligent Pirate Guild which goes on raids, etc. You can become friends with them, allowing you to join in raids and hire them to attack targets. The comm system is second to none, you can communicate with pirates to see guild news and ask what they are up to - you would be fogiven for thinking the comm system was a built-in feature.
  • My Auto prep ships - I use this extensively to repair captured ships and equip and configure my TSs, fighters, and indeed any other ship.
  • XaiCorp's Missile Defense Hotkeys - inparticular, "Target Nearest Missile" is absolutely invaluable.
  • My Explorer Command Extension - two plugins, "Auto explore" and "Deploy Satellite Network replacement". Auto explore is pretty obvious. Deploy Satellite Network basically just adds jumpdrive use to the vanilla command, plus a couple other extras.
  • Lucike's Commercial Agent - basically assign a TS to your station, start command, forget. Completely takes care of buying for/selling from your station/complex.
  • Alex2069's Universal Best Buys/Sells - select a ware and get a well formatted message with the best buys/sells visible in your satellite/property network. Absolutely invaluable.
  • My Manual Trade Extension - adds 'Best buy/sell loop' command. Create a list of buy wares and/or a list of sell wares and have a ship continously buy/sell them. Good for selling salvaged goods, and for buying up weapons/shields/etc when they become available. Can dump wares at a larger ship, which makes it especially useful when combined with 'Auto prep ships' - one ship buys up equipment, the other uses it to equip ships.
  • My Ship killed notifications - adds warning beep and subtitle when one of your ships is destroyed.
LOL, I know a lot of them are my own, I hope it doesn't sound like an advert, but I honestly do play the game as well as write scripts, and I use all the above plugins extensively. I also use some other plugins, but the above are the main ones IMHO.

Otherwise, my advice is to spend some time browsing through the sticky, clicking on any plugin that sounds remotely interesting, reading the description and what people have to say about it.

[phew... that was a long one - gonna bookmark this so I can copy-paste in the next such thread, I think]
Last edited by ThisIsHarsh on Mon, 19. Oct 09, 17:53, edited 3 times in total.
jlehtone
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Post by jlehtone »

ThisIsHarsh wrote:[phew... that was a long one - gonna bookmark this so I can copy-paste in the next such thread, I think]
I hope you bookmarked the post, rather than thread, for I merged Monzoomic's thread to older thread that is linked from the OP of [url=http://forum.egosoft.com/viewtopic.php?t=216690]TC Download Library[/url]. :)
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LV
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Post by LV »

ThisIsHarsh wrote:

LV's Race Response Fleets - a classic plugin, but seems to have performance and stability issues with some people.
Since i uploaded 1.8 last week (which was not causing issues for me) i've had no feedback from others :x ;)
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bladedranger
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Post by bladedranger »

@LV:I always have race response installed....since reunion and never had any problem with it great script but when i tried your ecape pod script when ever i docked it to a super shipyard it would straight away undock and explode out of the hangar bay thats the only script of yours that hasnt worked for me
ThisIsHarsh
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Post by ThisIsHarsh »

LV wrote:
ThisIsHarsh wrote:LV's Race Response Fleets - a classic plugin, but seems to have performance and stability issues with some people.
Since i uploaded 1.8 last week (which was not causing issues for me) i've had no feedback from others :x ;)
At the risk of going completely off topic, everything in the RRF thread OP points to version 1.7, not 1.8?
jlehtone wrote:
ThisIsHarsh wrote:[phew... that was a long one - gonna bookmark this so I can copy-paste in the next such thread, I think]
I hope you bookmarked the post, rather than thread, for I merged Monzoomic's thread to older thread that is linked from the OP of TC Download Library. :)
The problem with this thread is it's far too bulky - what percentage of people do you think would actually bother to read through this rather than make a new post, even if they knew it existed?

It would work if the OP was modified to include all the well-posed suggestions in the thread, then all the suggestions are centralised, easily accesible, comparable (i.e. if multiple people suggest the same plugin, but maybe for different reasons), and hopefully well-formatted and easy to read.

It's a shame threads such as this and the requests/conversions thread aren't given a bit more moderator TLC.
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LV
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Post by LV »

ThisIsHarsh wrote: At the risk of going completely off topic, everything in the RRF thread OP points to version 1.7, not 1.8?
that's because i can't count, it is 1.7
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Monzoomic
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Post by Monzoomic »

Wow took me a while to workout my post had been moved.

Thanks for the effort everbody has put into thier replies.

The list i found while searching was just that, a list. I think this is a better version as it lists scripts and what the scripts do.

So thanks to everbody.

Monz
Ryuujin
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Post by Ryuujin »

I have a question about what you recommend - for industrial level mining

I still remember back in the day in X2 when I used to own a TL and would go shatter asteroids with hornet missiles and then have my fleet of TS's scoop up the debris; but I remember having a script that allowed me to have a jump-trader who could then automaticlly find a buyer for the collected minerals.

I'm using a mod that adds external docking to most big ships including TS's so that isn't an issue,and I'm wondering what scripts exist to duplicate the process I used in X2, or perhaps even refine upon it (can freight drones; or a mod-added drone collect asteroid debris? - I read about assigning fighters to break rocks, is that a script or is that a feature of X3TC I havn't found yet?)

The only mining related scirpt I found so far has pilot skill levels and stuff which I don't really want, I just want to assign my ships flight computers to do what I bought them for, not worry about paying and training pilots ;)
jlehtone
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Post by jlehtone »

The "pilots" are just fluff to create atmosphere. IMO, they are a small price to pay for the actual functionality.

X3TC has vanilla mining though. Not as advanced as Bunny's mining scripts in X3R Bonuspack, but much more advanced than X3R "Collect rocks". Vanilla X3R I have Busters breaking rocks, TS collecting and dumping to TL, and logistics ships delivering forward from TL to station, where station traders sell the minerals. Vanilla X3TC is not that micro-manageable.
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apricotslice
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Post by apricotslice »

The whole X2 mobile mining thing got nerfed in X3, and has never been as good since.

Theres scripts around that dont need the TL part, they just collect dust and sell it or store it on a station.

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